Ragnarok ~ Hikari to Yami no Koujo ~ (1)

I haven’t gotten that far into this, but I’ll be busy for the next couple of days so I thought I’d dash something off quickly while I still had the time.

Ragnarok ~ Hikari to Yami no Koujo ~ (later localized as Ragnarok Tactics) is a regular strategy RPG published by GungHo Online and developed by Chime and Apollosoft, the same guys who brought us Blue Roses. It’s supposed to be related in some way to the Ragnarok Online MMORPG, but since I’ve never played that I have no idea what the similarities are, if any.

The story is the same as for 95% of SRPGs: there’s a war going on between two countries/factions. You’re on one of the sides and you fight till you beat the game. The slight twist is that the player character isn’t a prince/princess/army general but instead a random mercenary you create at the start. As such you have no direct relation to the war going on (you can even choose to side with neither country and keep being a mercenary instead) except as an observer. In fact, apart from one or two story characters on each route, everyone else in the your party is a generic created by you.

So far that hasn’t affected my enjoyment of the game. I’m used to working with whatever fighters a game throws at me, but being able to pour my love and energy out onto my own creations without worrying about them being overshadowed by the story characters is nice in its own way. Right now my MC is a Sniper, I’ve got a second Sniper (as usual archers are slightly broken), two High Priests, an Assassin Cross (basically a thief), a Paladin, a Champion (monk) and a White Smith (axe guy). I wish I could try a couple of the other classes like Clown and Dancer, but you can only field so many characters per battle.

As I said, the gameplay is your standard SRPG fare, speed-based instead of turn-based. Speed seems to be very important, so I’ve been pouring my extra stat points (given at level up) into raising my party’s speed, and I think it’s paying off. You have your regular attacks, skills, overdrive skills and even combos known as Burst Strikes. Battles can be a little slow because the enemies are placed all over the map and generally won’t move until you come near. It makes things easy because you can hang back and buff and heal all you like, but since it’s easy there’s no tension and no real need for thought or strategy. Well, so far, anyway.

After 11 hours, I’m having a good time, but it’s too soon to make up my mind about the game. The only complaints I have right now are

1. The character portraits and background shots are BEAUTIFUL, but the 3D characters look astonishingly bad, especially close up. I’ve gotten used to it, but the massive difference in quality is pretty shocking.

2. Nothing interesting has happened in the story even after 11 hours. I joined the side of Branchard, Aura attacked us, we attacked them back, they counterattacked and took our castle, and that’s where we are. The pace needs to pick up, and soon.

3. Since my character is a complete stranger to both sides, I have no loyalty to any of them, so I feel absolutely nothing no matter how the story goes.

4. Preachy game is preachy! War is terrible! War is terrible! War is terrible! War is terrible! I’m treated to a 5-10 minute lecture on the horrors of war and the meaning of courage before every single battle. Every. Single. Battle. And what hurts most is that the two countries aren’t fighting over anything sensible but over who gets the credit for sealing away the gods and demons a thousand years ago. Honestly, who cares?

5. There are signs that this is shaping up to be yet another one of those stories where some sealed evil needs war and strife on the continent in order to be unsealed. I know I’ve played at least 5 other RPGs like that, though FE:Path of Radiance, FE:Radiant Dawn and Hexyz Force are the ones that come most readily to mind.

6. The game doesn’t like my screenshot plugin and usually freezes when I try to use it.

7. The biggest one: leveling up your party evenly is hard! The only way to get a good amount of EXP is to kill an enemy. Attacking and healing give you 1-10 EXP at most when you need hundreds per level. This makes Kill Feeding essential, but it’s hard to do it right when 1. The game works on a speed system, so the weaker character you want to feed the kill to might not get a turn when you want them to and 2. You’re not given an estimate of what damage an attack will do, so you might either end up killing the enemy by mistake, or NOT killing them because the character was too weak.

Still I’m managing somehow. My party is between levels 8-10 and I could progress the story faster if I wasn’t so busy fighting free battles. I’ve got a high tolerance for crap when it comes to SPRGs, so they just have to avoid doing anything stupid(er than what they’re already doing) and we’ll be fine.

Dragon Quest 6 – I quit

I’ve had enough. I made it to the 35-hour mark, right outside the final boss’s castle, and couldn’t bring myself to move another step. Plus when I think about it, I really don’t have anything personal against Mortamor. I’ve killed his sub-bosses and I’ve opened the way to his lair, so someone else can have the honor of finishing him off. I’m done.

I wasn’t even going to write about it, but… after 35 hours of (dis)service I reckon it deserves a few lines. Here goes:

Things I liked.

1. It can’t have been that terrible if I managed to stick it out for 35 hours… Actually, no, it was that bad. But if I keep telling myself that, maybe one day I’ll believe it :-(.

2. The first 8 hours or so when I was hunting down Murdaw were fun.

3. Lots of treasure to find and chests to open. If there’s one thing Dragon Quest always does right, it’s being generous with the treasure. I just love the rich red-and-gold design of the chests.

4. I’ve traveled in a number of unusual game vehicles, but a flying bed and a private island? That’s new.

5. The ability to do things out of sequence after a certain point and go exploring all over the world is good… in theory.

Why I quit.

1. The abysmally high encounter rate.

2. The abysmally high encounter rate.

3-100. The abysmally high encounter rate.

101. The abysmally high encounter rate. I couldn’t enjoy exploring or progressing the story when I had to fight a random battle every 7 or 8 steps. Only Arms’ Heart and P2: Innocent Sin have frustrated me more when it came to random battles.

102. Those darned random battles aren’t even interesting. With everyone except the hero on Auto, they rarely take more than 2 turns, but it’s two turns of everyone using the same attacks on the same enemies.

103. I like the “traditional” order of plot progression in RPGs. You start out just wandering around, do a few quests, kill a few bosses and eventually everything becomes clear. The final boss reveals himself/herself, you go after him/her, struggle a bit and finally succeed, the end. In Dragon Quest 6, all that played out in the first 8-10 hours, so everything that happened after that felt like one long drawn-out post-game dungeon. From the start of the game, everyone was going Murdaw this, Murdaw that. Let’s beat Murdaw, if you beat Murdaw, everything will be fine. So I was in Murdaw Mode for the first third of the game, I finally beat him and everyone’s happy. In my heart the game ended there.

104. Apart from the Murdaw bit, the rest of the story isn’t very interesting. Murdaw terrorized the entire world (or so they say, but he wasn’t that bad), but the rest of the Dread Fiends stick to petty crime like luring lazy villagers to their doom, squatting in celestial palaces and building undersea dungeons without the proper zoning permits. And the final boss hides in his castle and zaps people every once in a while. Most people in the world don’t even know any of the other fiends exist, that’s how non-threatening they are. I can’t get psyched up to beat bosses like that.

I’m still waiting…

105. I have to gather the legendary items and go to Zenithia again?! Give me a break!

106. No clear sense of direction. Once I beat Murdaw, the world opened up to me, but I had no idea what I was supposed to do or where I was supposed to go next. The original DQ6 came out in the golden age of strategy guides, and it really shows.

107. Weak cast this time round. Apart from Carver, they’re all generic nice folk with largely interchangeable lines in party chat. There were no particularly memorable NPCs either.

108. The Slippin’ Slime mini-game is no fun at all, especially compared to DQ5‘s T’n’T. It’s a relatively minor point, but I had a great time with T’n’T last time, and I was hoping for a similarly enjoyable experience.

Welp, that’s it for Dragon Quest 6. Since all DQs are essentially the same game, I’ll wait… hmm, another year or so and then play DQ7. Another year after that, I might tackle DQ8. Once that’s done, I don’t like the direction the new games (9 and 10) are taking, so that’ll be the end of the series for me.

More immediately, I felt like playing an SRPG, so I started one yesterday. It’s called Ragnarok ~Hikari no Yami no Koujo~ and I’d heard it was bad. Having played a little bit… yeah, it’s kinda bad. But not quite bad enough to quit over, so I’ll put in a few more hours and see how it turns out.

On the verge of quitting Dragon Quest 6

The stupidly high encounter rate is doing a serious number on my sanity.

Not just that, but I’ve been spoiled rotten by excessively linear games likes Hexyz Force and Phantasy Star Portable so I can’t get used to roaming around for hours and talking to every single NPC to get a clue where to go next.

Then when I do find out where I’m supposed to go, I have to find more random battles to get there, then fight even more to get through it. I don’t think I can take much more of this.

I’m 26 hours in, average level 31, just raised Sorceria. The encounter rate is a lost cause, but if the story doesn’t pick up (i.e. start bloody existing) by the time I hit hour 30, I’m quitting.

Dragon Quest 6 + what next

The advantage of drawing up gaming resolutions is that I never have to wonder what to play next. I’m going at a good pace, playing at least one of them every month. Innocent Sin, Atelier Elie and Phantasy Star Portable are done and I’m currently working on Dragon Quest 6. If you play one Dragon Quest you’ve played them all, so I don’t feel like talking about it.  The characters are spectacularly colorless this time and I’m having difficulty caring about the rest of the game after beating Murdaw twice, but I’m only 14 hours in, so there’s still time for it to pick up.

My original plan after finishing HTND4 and PSP was to play Grand Knights History and Saiyuki Journey West, though.

Grand Knights History: I like Vanillaware’s rich art-style, but Odin’s Sphere and Muramasa were both too hard for me. I was hyped to hear they were making a game I could actually play, and in fact I’ve had the iso of GKH loaded up and ready to play since it came out last year

Then I heard it was coming out in English and thought, “Hmm, maybe I should just buy it.” Only now no one knows if or when it will ever come out because Vanillaware is working on another project and doesn’t have time to fix bugs or something messed up like that. The longer they make me wait, the more time I have to think, and the less certain I get that I’ll actually like it. I’ll wait till May to see if there’s any news on that front, then I’m just going to play it. [Savvy readers might notice a step missing between buying the English version and pirating the Japanese one, but surely they have better things to worry about]

Saiyuki Journey West: Unfortunately the iso I got doesn’t work. Normally I’d just go hunting for another one, but from the videos I’ve seen and reviews I’ve read, I’m reasonably certain I’ll like it. An above-average SPRG, doesn’t really stand out from the crowd but doesn’t have any major flaws either. It’s still available for a reasonable price too, so I’m tossing it on my To Buy list for 2012. Incidentally, that list looks something like this right now:

Phantasy Star Portable 2 (Sega)
Monster Hunter Freedom (Namco-Bandai)
Saiyuki Journey West (Koei)
Grand Knights History (Marvelous)
Frontier Gate (Konami)
Genso Suikoden: Tsumugareshi Hyakunen no Toki (Konami)
Atelier Elkrone (Gust & Idea Factory)
Ni no Kuni DS (Level5)
Shining Blade (Sega)
Kanuchi: Futatsu no Tsubasa (Idea Factory)
Seinarukana (CyberFront)
Conception – Please Bear my Child! (Spike)
Tales of the Heroes: Twin Braves (Namco-Bandai)
Eien no Aselia (CyberFront)
Moonlight Basket (Inu to neko)
Entaku no Seito for PC (Experience Inc.)
Little Witch Parfait (CyberFront)

And this is just for the consoles/handhelds I already own. I’ve been avoiding gaming news lately because they keep coming out with all these attractive-sounding titles.

The titles in bold are those I will almost certainly get sometime this year. Those in italics are games I’m on the fence about. I want to play them, but not that badly. If there’s a good deal going on and I’ve already bought everything else, I’ll take a second look. This whole “buying” thing really makes one think, doesn’t it? Having the money is the easy part. Spending it on games when there are more practical uses is not so easy. Still, this is the path I’ve chosen for myself. I’m not complaining.

Now let’s see if I can finish Dragon Quest 6 sometime this week.

Final thoughts on Harukanaru Toki no naka de 4 (spoilers)

Final roundup. Sorry to keep going on and on about Harukanaru Toki no Naka de 4, I’m just so irritated by it all, and writing helps me get it out of my system. This is the last post, I promise.

Leggo mah boobies

The Good

1. Lovely art. The character designs, monster designs, the backgrounds, the CGs, all gorgeous. Shame about the repeated scenery though.

2. Decent music. I played for 40 hours and never muted it, that’s gotta count for something.

3. Excellent voice-acting. Everyone did an absolutely stellar job. Otome game makers seem to spend a lot of money on “star” VAs for their games, and this time they definitely got their money’s worth. However the game is not fully-voiced or even close to it, so maybe they should have spent the money on cheaper actors so they could afford to voice the whole thing?

4. Easy to replay because of the chapter-skipping and text-forwarding system. If you play your cards right the first time you won’t have to play chapters 1-3 again.

5. The story can change drastically depending on which character you pursue. The events, the people who join you and even the final boss change. It’s like Tactical Guild in that respect. And like Tactical Guild, some of the plot developments are quite nonsensical, as I explained at copious length in a previous post.

6. You can get endings for many of the side characters as well. The catch is that you have to complete a main character’s route first. E.g. if I’d really wanted Ayuki I could have gotten him after Oshihito’s ending. Since some of the main routes are so short on logic, though, maybe the effort put into minor routes should have been poured into those instead.

7. Good replay value because of the above. Getting all the cutscenes and all the CGs will keep you busy for a while. I’d estimate about 40-70 hours if you’re a fast reader with a guide.

8. I actually like the fact that Chihiro feels no compunction about killing enemy soldiers and that she adapts to her new role so quickly. It’s highly unnatural for a high school girl to take so readily to politics and mass murder (and the absence of cellphones and running water), but at least it saved us the usual whining and angsting about stuff she’s going to end up doing anyway.

The Bad

1. They wasted a perfectly good battle system. They had a nice elemental system going on there with skills and summons and combo attacks and other stuff, but there’s no one to use it on. Random battles all play out exactly the same: you belt out your strongest combo and heal up at one of many, many healing spots. Any story battle you’re supposed to win will be piss-easy. Any battle you are NOT supposed to win will ALSO be easy, but it will end after a few turns and the game will pretend you were losing anyway.

2. While the character designs and background art are nice, the 3D characters on the screen are small and awful. They move terribly as well.

3. Even with the fast-forward button at max speed, it still takes a while to go through scenes you’ve already seen. Plus you still have to do all the walking and choosing yourself, so it’s limited. I lost count of the number of times I played chapter 4 and 5, and I fought the Black Dragon at least 6 times. A “Play like I did last time unless something new happens” function would be most welcome.

4. Forget the Black Dragon: the real villain of most routes was Lady Sai, and she got away with it every single time. She plots to let Nagi kill himself, she set up the Black Dragon as the national guardian, she imprisons Chihiro, she tries to get Kazahaya killed (because he’s getting too close to Chihiro, but somehow she’s not bothered by the Futsu-Chihi romance in another route)  etc etc. Sure, things work out regardless, but the hateful old bat always gets off scot-free. No fair!

5. Lots and lots of loading, even with data install. Probably the worst I’ve seen on the PSP so far. Or maybe I was just spoiled by Phantasy Star Portable.

Let’s play “Spot the Protagonist!”

6. Yet another final boss that thinks humans must be destroyed because they’re cruel and destructive. It’s one thing if the boss is a human who has presumably  had a hard life, but this is a dragon god. What business is it of yours if we want to kill each other? Butt out!

7. The “protagonist in another world” and “stranger becomes rebel leader” stories” have been told before, and in much better ways. In the time it takes to play this game, you can watch Now and Then, Here and There, Twelve Kingdoms and Utawarerumono back to back and get an even better experience. The fact that the major antagonists of the game, the Tokoyos, can vanish without a trace on at least two routes without the matter even being commented on shows how little importance the writers placed on sense and consistency anyway.

8. Chihiro is hard to relate to. She’s inconsistent. Sometimes she wants to protect her country, other times she just wants to save her friends. First we’re told she has amnesia, then she’s all up in “Princess” mode of a country she can’t even remember. Sometimes she’s shaking in her boots before the enemy, at other times she’s standing up to a dragon. Then right back to the quaking. I can’t get under the skin of someone whose personality I can’t pin down.

9. The routes vary wildly in terms of romantic-ness. Tooya starts calling you his wife from the prologue and Kazahaya is constantly finding excuses to touch you (brr). At the other end of the spectrum, there’s Nagi-Chihiro’s “bickering siblings” and Oshihito-Chihiro’s “barely even friends” relationships. In the latter cases it’s really not clear how the romance came about or what she sees in them and vice-versa. They’re all friends, trying to get along, then there’s a huge jump and suddenly they’re in madly love. It’s not convincing at all.

The Ugly

A lovely scene, but it came out of nowhere

1. The game works on a “flag” system, which I detest. I prefer an affection system, which basically means you just have to get a guy to like you and presto, you’ve got it made. Here you have to get all of a character’s events, at the right time, in the right order or you’ll miss their ending. In fact, if you get too many events for another guy, you’ll miss their route anyway. While there’s a star system that shows how they feel about Chihiro, it makes no difference to the outcome.

2. Problem #1 wouldn’t be so bad if not for the fact that it’s impossible to get anyone without a guide. There’s almost no way to trigger all of a certain character’s events without knowing them in advance. The only way you could do it is if a) You got very, very lucky or b) If you checked every single location on the map every single time something new happened. That can mean visiting up to 15 different spots every time you move the story forward the least little bit. That’s crazy. I tried it, and believe me, it sucked.

3. Nonsensical developments on some routes. I already went into detail about all the things wrong with Nagi’s and Futsuhiko’s routes in the last post. Major bad guys vanishing without a trace, major sources of angst being completely ignored, what happens next never being explained, etc.

He looks as confused as I feel

4. Some questions still remain at the end. By rights they should have been answered at least in the default route, since that’s what most players are likely to get first. These are questions I had based on the routes I did (Chihiro solo, Tooya, Nagi, Futsuhiko, Oshihito), so if the answers are revealed in another route and you know them, do share.

  • What’s with the white kirin at the beginning of the game? Chihiro says he’s the first god she ever spoke to, but what’s that got to do with anything? [never mind, a spoiler site just told me the kirin is Kazahaya. Bleeegghhhh]
  • The white dragon. Does he even exist? None of the routes so far have told me why Chihiro can’t hear his voice.
  • What’s up with the Raja and the black dragon? How did they get in touch, how did he get possessed, what was he trying to achieve, why is Chihiro such a threat to him?
  • How did Kazahaya and Nagi get together before going to the modern world? i.e. why did those two end up with Chihiro and not anyone else? If they didn’t know each other before, then how did the 10-year old Nagi just happen to end up at/near the palace in time for the invasion and why did Kazahaya take him along to the other world?
  • What war did Nagi’s master die in and why is he doomed to wander the road to the land of dead forever?
  • What bugged me most: How are the romances going to play out after the story ends? We are told the princess is not allowed to fall in love without the dragon’s permission. So apart from Chihiro’s endings with Nagi and Ashvin, who are also royalty and can presumably work something out politically… there’s no future for any of her other relationships.  They’re going to date until it’s time for her to marry, and then they’re going to have to break up.
  • “The power of true love will win out!” No it won’t. Nagi and Futsuhiko’s routes both showed that Chihiro is a helpless puppet and figurehead, controlled by Lady Sai and the rest of her officials. If she doesn’t do what they want, they’re fully capable of confining her indefinitely or finding a replacement. When you look at it that way, the romantic endings where Chihiro becomes queen are actually BAD endings. ((o_o))

5. It seems most questions relating to the actual world worldview (miko, dragons, world destruction) are only answered on Kazahaya’s route, and possibly also on Hiiragi’s. In other words, the other guys are just tasty side dishes. Maybe that’s just how the Harutoki series works, but it pains me to realize almost all the guys could be removed from the story and everything would go on as normal with only minor changes. Tooya, Sazaki and Nagi, definitely. Oshihito and Futsuhiko are slightly more important but not irreplaceable. That leaves Kazahaya, Hiiragi and Ashvin as the only revelant ones. And the ones I can’t stand the most. And you wonder why I didn’t like this game…

And so on, and so forth. Good, now I’ve finally got everything out of my system. The diverging stories were interesting enough to keep me playing for 40 hours, but I can’t say I enjoyed myself or that it was a good game. The flaws, especially the nonsensical story developments and repetitive battles, made it hard to enjoy most of the time.

However with a better thought-out story and a more relevant battle system, the series could be worth playing. If I’m lucky, the previous games were better and HTND4 just messed things up. Either that or Koei learned from their mistakes and made HTND5 even better. So I won’t toss the whole series out just yet because of one bad installment, I’ll try another one when I get the chance.

Phew!